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April 28th, 2017, 19:16 #61
Carl, can you comment on the in game view for these maps? Will it be strictly top down or will there be camera movement possible to allow something approximating a 2d map view or something else?
"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
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April 28th, 2017, 19:17 #62"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
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April 28th, 2017, 19:26 #63
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April 28th, 2017, 21:40 #64"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
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April 28th, 2017, 22:13 #65
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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April 29th, 2017, 01:59 #66
***guessing here - no insider knowledge***
tabletop connect showcased a number of 3d mapping elements including building 3d maps in-game.
that is going to use at least some of the same tiling mechanisms etc so its quite possible this is an early step towards some of Carl's cool stuff.
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April 29th, 2017, 06:25 #67
Supreme Deity
- Join Date
- Mar 2007
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As Carl mentioned, the priority is to make sure we can at least do what we do today with as much backward compatibility as we can get. Of the things we have talked about overhauling for FGU, image records and token assets are the primary targets. It's a very iterative process bringing up a system with backward compatibility as well as maintaining existing code, so we don't want to talk too much about our planning. We have "many" plans, but we're not sure which ones will make the final cut for the first version of FGU.
Cheers,
JPG
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April 30th, 2017, 12:13 #68
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- Dec 2016
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The Unity engine has multi-platform support. I am sure it requires a bit more work, so I don't know exactly how many platforms FGU will support, but here's a link to Unity's multi-platform page. Quite a few choices!
https://unity3d.com/unity/multiplatform
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April 30th, 2017, 12:44 #69
Being able to export a client for Android or Xbox doesnt mean that it will be usable or enjoyable to use. The current UI/UX doesnt really lend itself to touch or console controllers for example. Porting to other devices is a far bigger job than simply being able to export a client app that will run.
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April 30th, 2017, 13:41 #70
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